It is entirely possible to keep developing a game forever. There has to be a point where the game should be finalized. For Squishy’s Revenge, we have been having a lot of fun developing the game that it is hard to step back and say, “done.” Like all good things, however, they have to come to an end. Not only that, we want others to play Squishy’s Revenge too.

When we started Squishy’s Revenge, we had a loose idea of what the story would be about. Some evil buildings would wreck Squishy’s happy little world and he would fight back using the only weapon Squishy knows, being cute.

One of the last stages of game development is putting the finishing touched on a game. Usually known as “polish,” it is when the core functionality of the game is complete but isn’t at the place where it can be called totally finished. After all the pieces were put in place with Squishy’s Revenge, we played through the game again, and again, and again. We then identified spots that could be further improved and modified.

With Revenge of Squishy, the puzzles are based on direction. With that in mind, it wouldn’t make sense for Squishy to stay in the same location for the entire game. To tie in the theme of moving and direction, Squishy’s Revenge is split into different worlds that have their own distinct art style. It shows Squishy’s journey visually as he embarks from the peaceful rolling hills into more dangerous territory.

Most people are familiar with a Rubik’s Cube. It’s a nefarious device that looks so simple, but takes a lot of brainpower to solve. Unless you are this kid.

Now imagine a puzzle where shifting tiles were flattened out on a gameboard. That is the original ideal kernel where Squishy’s Revenge came from. The first code name for the game was Spooky (then later Monster) Slider so there would be no confusion about what kind of game it was.